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gml_Object_obj_ceroba_phase_2_p1_lantern_Alarm_0

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if live_call()
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    return global.live_result;
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var bullet_number = 1
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var bullet_spawn_timer = 12
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var wave_spawn_timer = bullet_spawn_timer * 5
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var bullet_speed = 4
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var bullet_offset = 20
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var soul = obj_heart_battle_fighting_parent
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bullet_spawn_direction = point_direction(x, y, soul.x, soul.y)
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var fireball = instance_create_depth(x, y, (depth + 1), obj_ceroba_attack_fireball)
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fireball.direction = bullet_spawn_direction
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fireball.speed = bullet_speed
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image_xscale = 1.5
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image_yscale = 1.5
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shot_count -= 1
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if (shot_count > 0)
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    alarm[0] = bullet_spawn_timer
alarm[0]

if live_call() return global.live_result; var bullet_number = 1 var bullet_spawn_timer = 12 var wave_spawn_timer = bullet_spawn_timer * 5 var bullet_speed = 4 var bullet_offset = 20 var soul = obj_heart_battle_fighting_parent bullet_spawn_direction = point_direction(x, y, soul.x, soul.y) var fireball = instance_create_depth(x, y, (depth + 1), obj_ceroba_attack_fireball) fireball.direction = bullet_spawn_direction fireball.speed = bullet_speed image_xscale = 1.5 image_yscale = 1.5 shot_count -= 1 if (shot_count > 0) alarm[0] = bullet_spawn_timer else { shot_count = 3 alarm[0] = wave_spawn_timer }
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else
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{
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    shot_count = 3
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    alarm[0] = wave_spawn_timer
alarm[0]

if live_call() return global.live_result; var bullet_number = 1 var bullet_spawn_timer = 12 var wave_spawn_timer = bullet_spawn_timer * 5 var bullet_speed = 4 var bullet_offset = 20 var soul = obj_heart_battle_fighting_parent bullet_spawn_direction = point_direction(x, y, soul.x, soul.y) var fireball = instance_create_depth(x, y, (depth + 1), obj_ceroba_attack_fireball) fireball.direction = bullet_spawn_direction fireball.speed = bullet_speed image_xscale = 1.5 image_yscale = 1.5 shot_count -= 1 if (shot_count > 0) alarm[0] = bullet_spawn_timer else { shot_count = 3 alarm[0] = wave_spawn_timer }
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}